feat: pivot to island survival simulation with SQLite persistence

Phase 3 - "The Island" transformation:
- Add SQLAlchemy + SQLite for data persistence (database.py)
- Rewrite models.py with User, Agent, WorldState ORM models
- Refactor engine.py for survival mechanics (energy decay, starvation)
- Implement feed command (10 gold -> +20 energy)
- Auto-seed 3 NPCs on startup (Jack/Luna/Bob)
- Update frontend with agent card view and Chinese UI
- Remove old Boss/Player RPG mechanics
- Add .gitignore for database and cache files
- Fix SQLAlchemy session detachment issue

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
empty
2025-12-30 17:15:35 +08:00
parent 4c08b00832
commit cf1739b7f8
9 changed files with 676 additions and 613 deletions

View File

@@ -1,17 +1,16 @@
/**
* The Island - Debug Client JavaScript
* Handles WebSocket connection, UI interactions, and game state display
* The Island - Survival Simulation Client
* Handles WebSocket connection, agent display, and user interactions
*/
let ws = null;
const WS_URL = 'ws://localhost:8080/ws';
// Player state (tracked from server events)
let playerState = {
hp: 100,
maxHp: 100,
gold: 0
};
// User state
let userGold = 100;
// Agents state
let agents = [];
// DOM Elements
const statusDot = document.getElementById('statusDot');
@@ -22,16 +21,8 @@ const usernameInput = document.getElementById('username');
const messageInput = document.getElementById('message');
const autoScrollCheckbox = document.getElementById('autoScroll');
const hideTicksCheckbox = document.getElementById('hideTicks');
// Boss UI Elements
const bossName = document.getElementById('bossName');
const bossHpText = document.getElementById('bossHpText');
const bossHealthBar = document.getElementById('bossHealthBar');
const bossHealthLabel = document.getElementById('bossHealthLabel');
// Player UI Elements
const playerHpDisplay = document.getElementById('playerHp');
const playerGoldDisplay = document.getElementById('playerGold');
const agentsGrid = document.getElementById('agentsGrid');
const userGoldDisplay = document.getElementById('userGold');
/**
* Toggle WebSocket connection
@@ -48,30 +39,30 @@ function toggleConnection() {
* Establish WebSocket connection
*/
function connect() {
statusText.textContent = 'Connecting...';
statusText.textContent = '连接中...';
connectBtn.disabled = true;
ws = new WebSocket(WS_URL);
ws.onopen = () => {
statusDot.classList.add('connected');
statusText.textContent = 'Connected';
connectBtn.textContent = 'Disconnect';
statusText.textContent = '已连接';
connectBtn.textContent = '断开';
connectBtn.disabled = false;
logEvent({ event_type: 'system', data: { message: 'WebSocket connected' } });
logEvent({ event_type: 'system', data: { message: '已连接到荒岛服务器' } });
};
ws.onclose = () => {
statusDot.classList.remove('connected');
statusText.textContent = 'Disconnected';
connectBtn.textContent = 'Connect';
statusText.textContent = '未连接';
connectBtn.textContent = '连接';
connectBtn.disabled = false;
logEvent({ event_type: 'system', data: { message: 'WebSocket disconnected' } });
logEvent({ event_type: 'system', data: { message: '与服务器断开连接' } });
};
ws.onerror = (error) => {
console.error('WebSocket error:', error);
logEvent({ event_type: 'error', data: { message: 'Connection error' } });
logEvent({ event_type: 'error', data: { message: '连接错误' } });
};
ws.onmessage = (event) => {
@@ -91,122 +82,123 @@ function handleGameEvent(event) {
const eventType = event.event_type;
const data = event.data || {};
// Update UI based on event type
switch (eventType) {
case 'boss_update':
updateBossUI(data);
case 'agents_update':
updateAgentsUI(data.agents);
break;
case 'attack':
updateBossFromAttack(data);
updatePlayerFromEvent(data);
case 'feed':
case 'user_update':
updateUserGold(data);
break;
case 'heal':
updatePlayerFromEvent(data);
break;
case 'status':
updatePlayerFromEvent(data);
updateBossFromStatus(data);
break;
case 'system':
// Handle player death/respawn updates
if (data.user && data.player_hp !== undefined) {
updatePlayerFromEvent(data);
}
break;
case 'tick':
if (data.boss_hp !== undefined) {
updateBossUI({
boss_hp: data.boss_hp,
boss_max_hp: data.boss_max_hp
});
case 'check':
if (data.user && data.user.username === getCurrentUser()) {
userGold = data.user.gold;
userGoldDisplay.textContent = userGold;
}
break;
}
// Log the event
logEvent(event);
}
/**
* Update Boss health bar UI
* Get current username
*/
function updateBossUI(data) {
if (data.boss_name) {
bossName.textContent = data.boss_name;
function getCurrentUser() {
return usernameInput.value.trim() || '观众001';
}
/**
* Update user gold display
*/
function updateUserGold(data) {
if (data.user === getCurrentUser() && data.gold !== undefined) {
userGold = data.gold;
userGoldDisplay.textContent = userGold;
}
if (data.boss_hp !== undefined && data.boss_max_hp !== undefined) {
const hp = data.boss_hp;
const maxHp = data.boss_max_hp;
const percentage = maxHp > 0 ? (hp / maxHp) * 100 : 0;
bossHpText.textContent = `HP: ${hp} / ${maxHp}`;
bossHealthBar.style.width = `${percentage}%`;
bossHealthLabel.textContent = `${Math.round(percentage)}%`;
// Change color based on HP percentage
if (percentage <= 25) {
bossHealthBar.style.background = 'linear-gradient(90deg, #ff2222 0%, #ff4444 100%)';
} else if (percentage <= 50) {
bossHealthBar.style.background = 'linear-gradient(90deg, #ff6600 0%, #ff8844 100%)';
} else {
bossHealthBar.style.background = 'linear-gradient(90deg, #ff4444 0%, #ff6666 100%)';
}
if (data.user_gold !== undefined && data.user === getCurrentUser()) {
userGold = data.user_gold;
userGoldDisplay.textContent = userGold;
}
}
/**
* Update boss from attack event
* Update agents UI with card view
*/
function updateBossFromAttack(data) {
if (data.boss_hp !== undefined && data.boss_max_hp !== undefined) {
updateBossUI({
boss_hp: data.boss_hp,
boss_max_hp: data.boss_max_hp
});
}
function updateAgentsUI(agentsData) {
if (!agentsData || agentsData.length === 0) return;
agents = agentsData;
agentsGrid.innerHTML = '';
agents.forEach(agent => {
const card = createAgentCard(agent);
agentsGrid.appendChild(card);
});
}
/**
* Update boss from status event
* Create an agent card element
*/
function updateBossFromStatus(data) {
if (data.boss_hp !== undefined && data.boss_max_hp !== undefined) {
updateBossUI({
boss_name: data.boss_name,
boss_hp: data.boss_hp,
boss_max_hp: data.boss_max_hp
});
}
function createAgentCard(agent) {
const isDead = agent.status !== 'Alive';
const card = document.createElement('div');
card.className = `agent-card ${isDead ? 'dead' : ''}`;
card.id = `agent-${agent.id}`;
const statusClass = isDead ? 'dead' : 'alive';
const statusText = isDead ? '已死亡' : '存活';
card.innerHTML = `
<div class="agent-header">
<div>
<span class="agent-name">${agent.name}</span>
<span class="agent-personality">${agent.personality}</span>
</div>
<span class="agent-status ${statusClass}">${statusText}</span>
</div>
<div class="stat-bar-container">
<div class="stat-bar-label">
<span>❤️ 生命值</span>
<span>${agent.hp}/100</span>
</div>
<div class="stat-bar">
<div class="stat-bar-fill hp" style="width: ${agent.hp}%"></div>
</div>
</div>
<div class="stat-bar-container">
<div class="stat-bar-label">
<span>⚡ 体力</span>
<span>${agent.energy}/100</span>
</div>
<div class="stat-bar">
<div class="stat-bar-fill energy" style="width: ${agent.energy}%"></div>
</div>
</div>
<button class="feed-btn" onclick="feedAgent('${agent.name}')" ${isDead ? 'disabled' : ''}>
🍖 投喂 (10金币)
</button>
`;
return card;
}
/**
* Update player stats from event data
* Feed an agent
*/
function updatePlayerFromEvent(data) {
const currentUser = usernameInput.value.trim() || 'Anonymous';
// Only update if this event is for the current user
if (data.user !== currentUser) return;
if (data.player_hp !== undefined) {
playerState.hp = data.player_hp;
}
if (data.player_max_hp !== undefined) {
playerState.maxHp = data.player_max_hp;
}
if (data.player_gold !== undefined) {
playerState.gold = data.player_gold;
function feedAgent(agentName) {
if (!ws || ws.readyState !== WebSocket.OPEN) {
alert('未连接到服务器');
return;
}
updatePlayerUI();
}
const user = getCurrentUser();
const payload = {
action: 'send_comment',
payload: { user, message: `feed ${agentName}` }
};
/**
* Update player stats UI
*/
function updatePlayerUI() {
playerHpDisplay.textContent = `${playerState.hp}/${playerState.maxHp}`;
playerGoldDisplay.textContent = playerState.gold;
ws.send(JSON.stringify(payload));
}
/**
@@ -214,15 +206,15 @@ function updatePlayerUI() {
*/
function sendComment() {
if (!ws || ws.readyState !== WebSocket.OPEN) {
alert('Not connected to server');
alert('未连接到服务器');
return;
}
const user = usernameInput.value.trim() || 'Anonymous';
const user = getCurrentUser();
const message = messageInput.value.trim();
if (!message) {
alert('Please enter a message');
alert('请输入指令');
return;
}
@@ -235,25 +227,6 @@ function sendComment() {
messageInput.value = '';
}
/**
* Quick action buttons
*/
function quickAction(action) {
if (!ws || ws.readyState !== WebSocket.OPEN) {
alert('Not connected to server');
return;
}
const user = usernameInput.value.trim() || 'Anonymous';
const payload = {
action: 'send_comment',
payload: { user, message: action }
};
ws.send(JSON.stringify(payload));
}
/**
* Format timestamp for display
*/
@@ -269,20 +242,18 @@ function formatEventData(eventType, data) {
switch (eventType) {
case 'comment':
return `${data.user}: ${data.message}`;
case 'agent_response':
return data.response;
case 'tick':
return `Tick #${data.tick} | Players: ${data.player_count || 0}`;
return `Tick #${data.tick} | ${data.day}天 | 存活: ${data.alive_agents}`;
case 'system':
case 'error':
case 'feed':
case 'agent_died':
case 'check':
return data.message;
case 'attack':
case 'heal':
case 'status':
case 'boss_defeated':
return data.message;
case 'boss_update':
return `Boss ${data.boss_name}: ${data.boss_hp}/${data.boss_max_hp} (${Math.round(data.boss_hp_percentage)}%)`;
case 'agents_update':
return `角色状态已更新`;
case 'user_update':
return `${data.user} 金币: ${data.gold}`;
default:
return JSON.stringify(data);
}
@@ -301,8 +272,8 @@ function logEvent(event) {
return;
}
// Skip boss_update events to reduce log noise (they're reflected in the UI)
if (eventType === 'boss_update') {
// Skip agents_update to reduce noise
if (eventType === 'agents_update') {
return;
}